for Outdoors or Indoors
Equipment: 30-40 balloons;
pencil and paper for the scorekeeper
The balloons are blown
up and scattered on the floor. Players stand in scatter formation.
On 'GO', the object is
to break as many balloons as possible, by sitting on them! When a person
breaks a balloon, he shouts 'I SCORE!' and must put his hand in the air.
The scorekeeper then runs
up to the person whose hand is in the air, marks a point down on his tally
sheet. The player then tries to break another balloon and earn more points.
When all balloons are broken,
scores are added up and a winner is declared.
Variation: Break the balloons
by putting them between the knees and squeezing them until they break.
Burst the balloons by jumping
on them with both feet.
Burst the balloons by squeezing
them between two people.
Equipment: 10 black headbands
with one feather; 10 white headbands with one feather; 50 inflated balloons
with pieces of string attached to each; tape or rope to mark circle on the
Divide the group into two
teams; give each team headbands.
Draw a large circle on
the floor and have 5-10 players from each team enter the circle. A balloon
is tied to each player's left ankle.
The object of the game
is to break your opponent's balloon while trying to avoid having your
own broken. Once your balloon breaks, you leave the circle to join the
The game is played for
five minutes and the team with the largest number of braves and maidens
still in the circle wins. Play the game several times with new braves
and maidens each time.
While the game is going
on, the audience shouts war whoops !
Equipment: 1 paper or sock
ball or beanbag
One boy is selected to
be the 'whale', he may run freely about the room. The rest of the Cubs
each choose a position and since they are 'rocks in the sea', they may
not move. The aim is to 'harpoon' the 'whale' by hitting him with the
ball. Whoever hits him takes his place as the next 'whale'.
The skill of the game lies
in passing the 'harpoon' from 'rock to rock' in an endeavor to corner
the 'whale', rather than the Cubs taking random shots. This is good training
in playing for the game rather than for the individual.
Equipment: 1 rope per Cub,
color coded for each Six; 1 whistle
One Cub from each Six is
a 'catcher'. All the other Cubs have a 'tail', a length of rope which
they tuck into their back pockets. The 'catchers' try to snatch as many
tails as possible in a given time. A Cub who loses his tail goes to a
'pen' from which he may be released if the 'catcher' from his Six gives
him a tail.
When the leader blows the
whistle, the Sixes return to their corners and count their tails, including
those that their 'catcher' has snatched.
Equipment: A pail or a large
basket; as many balls as possible.
The leader has the basket
and endeavors to keep it empty, throwing the balls as far away as possible.
The Cubs do their best to fill the basket. See who wins at the end of
five minutes !
Equipment: A whistle
The Pack forms a circle
with the Sixers in the middle. The Sixers choose a mystery number known
only to themselves. The Cubs march round in a circle chanting the number
of each step they take. When they reach the secret number, the Sixers
chase them. After ten seconds, the leader blows the whistle and the chase
ends. Any Cubs who have been caught go into the center and help the Sixers.
The next number is decided upon and the game goes on until time is up
and the Cubs who remain free are acclaimed as winners.
Note: As the chasers become
more numerous, they must hold hands until the mystery number is reached.
Set a limit to the mystery number. Anything over ten becomes tedious.
Equipment: Wool or some sort
of flag to put into the back pocket.
The Sixers stand in the
middle of the room. They are the 'whales'. The rest of the Pack with a
flag in their back pocket (sticking out), line up at either end of the
room. They are little 'fishies'.
The 'whales' then chant,
in deep whale-like voices, 'I'm a Great Big Whale at the bottom of the
The 'fishies' reply in
high-pitched fish voices, 'And I'm a little fish and you can't catch me!'
The 'fishes' then race
to the far end of the room and the 'whales' try to catch them by pulling
the flag out of their pocket. Any who are caught become 'whales' and help
to catch the rest of the 'fishes'. The game continues until one little
'fish' remains as the winner.
The four sides of the room
are given names, i.e., 'Clear the deck!'; 'Man the boat!'; 'Shore leave!';
'In the galley!'.
When the leader calls out
any of those commands, the Cubs rush to that side of the room.
There are extra commands
as well: 'Boom coming over!' - lie flat on the floor; 'Admiral coming!'
- all stand and salute.
No one is ever out but
the last Cub to obey the order loses a life and rolls down a sock or rolls
up a sleeve.
Note: In the original version
of the game the four sides of the room are Port, Starboard, Bow and Stern,
although this is merely a matter of choice.
Three 'Daleks' and three
'Doctor Who's' are suitable for a Pack of 24 boys. The 'Doctor Who's'
turn their caps back to front for identification and the 'Daleks' wear
their scarves back to front. At the word 'GO' from the leader, the 'Daleks'
chase the rest of the Pack. If the 'Daleks' touch anyone, that Cub must
freeze, until he is released by the touch of a 'Doctor Who'.
No one is out and no one
ever really seems to be caught when the time is up, but it is a splendidly
The game should be played
for roughly two minutes before the 'Doctor Who's' and the 'Daleks' are
Equipment: 1 ball
The Pack forms a circle
and one Cub has the ball. He passes it to the neighbor on his left and
immediately starts to run round the circle, his aim being to be back in
his place to receive the ball when it has been passed right round the
Equipment: 1 beanbag
The Cubs sit in a circle
with the beanbag in the center and the leader gives them a letter in the
order C.U.B.S. all the way round the circle. The leader calls out one
of the letters and all the Cubs with that letter run right round the outside
of the circle and back through their places into the center - where they
try to snatch the beanbag. The Cub who get the bag is the inner.
Equipment: 1 soccer ball
The Cubs divide into two
teams, the attackers and the defenders. The defenders form a circle holding
hands and facing outwards; they choose their captain who stands in the
The attackers surround
the fort and try to kick the soccer ball in. It may go through the legs
of the defenders or over their heads; if it does the latter, the captain
may catch it and throw it out again. But once the ball touches the ground
inside the circle the fort is captured and the players change places.
Draw a large circle in
the center of the playing area.
The Cubs all stand round
the circle just outside the chalk line. The leader stands in the center,
and gives the following commands:
'In the Pond!' - all the
Cubs jump into the circle, and
'On the Bank!' - all the
Cubs jump out.
If an order is given for
the Cubs to jump in the Pond, and they are already there, it should be
ignored. Incorrect orders such as 'On the pond!' and 'In the Bank' should
also be ignored.
Those Cubs who make two
mistakes are out and the last remaining Cub is the winner
Equipment: 1 bean bag
The Pack sit in a circle
with one Cub in the center holding the bean bag. He throws the bag at
someone and shouts 'Earth!', 'Water!', 'Air!' or 'Fire!'.
If it is 'Earth', the chosen
Cub must reply with the name of the animal, before the center Cub counts
to ten. If it is 'Water!', he must think of a fish, if 'Air!' - a bird
and if 'Fire' - whistle for the Fire Engine.
Note: Once a creature has
been named, it may not be called again. If the Cub cannot reply in time,
he changes places with the thrower.
All the Cubs stand in a
circle with their right arms outstretched with one Cub outside. He runs
round the outside of the circle and grabs an arms of one of the other
Cubs who follow him around. They go on collecting others, until there
are six to eight running around. Then the first runner calls out 'Home',
and they all dash to get in the circle. The Cub who is left out is the
Equipment: Soccer ball
The Pack form a circle
and the leader stands in the center with the soccer ball. He throws it
to a Cub calling 'Heading!' or 'Catching!' and the Cub responds accordingly
and if he fails, he sits down.
The leader then complicates
the game by shouting the same commands but expecting the Cubs to respond
with the opposite action.
The Pack form a circle
and two boys go into the center. They are 'Steptoe and Son'. 'Steptoe'
guards his 'Son' as the Cubs in the circle try to hit him with the ball.
The Cub who is successful in hitting 'Son' comes into the middle to be
'Steptoe' and chooses his own 'Son'.
Equipment: 1 large ball per
Divide the Pack into teams
of eight to ten Cubs. Each team forms a circle with one Cub with a ball
in the center. The Cubs number off round the circle and then the center
Cub goes out of the room.
While he is away, the Cubs
change places so that the numbers do not run consecutively. The center
Cub returns and picks up his ball. When the leader calls 'GO', the center
Cub calls 'Number 1!' and he answers 'Here I am!' The center Cub turns
and throws the ball to him and he returns it. That number sits down. The
center continues through the numbers until all the team is sitting down.
The first team seated being the winners.
The Pack divides into two
teams. One team stands in a line at the end of the room, facing the wall.
They are the 'Guards'. The second team, who are the 'Guerrillas', form
a line at the opposite end of the room.
They creep quietly up on
the 'Guards'. When the leader of the 'Guerrillas' thinks that his team
has crept as near as they dare, he gives a signal and all the team gives
one loud clap and then turns and runs home. As soon as the 'Guards' hear
the clap, they turn and chase the 'Guerrillas'. Any who are caught become
'Guards'. When there are not 'Guerrillas' left, the teams change roles.
Equipment: 2 soccer balls;
The Pack divides into two
teams and line up about 3 metros apart facing each other. They stand,
legs apart, with their feet touching those of their neighbors.
The leader throws a soccer
ball down between the lines and each team tries to score a goal by sending
the ball through the legs of the other team. The Cubs may only defend
with their hands and must not move their feet. When the teams become adept
at this, the leader can send in a second ball.
The Pack is split into
teams, one is the 'Brigands' and the other is the 'Warriors'. Each team
has one end of the room as its base. The teams then line up facing each
other and the leader gives various commands, e.g., 'Warriors two paces
forward' or 'Brigands one step back'. This goes on with mounting suspense
(although three or four times are usually enough) until the leader says,
'Warriors (or 'Brigands') attack!' Then the team ordered to attack gives
chase as the others rush to their base. Any prisoners taken by the pursuing
team immediately transfer to that team.
Tie the ends of a long
rope together in order to make a large circle. Mark off another circle
about one-third the size of the rope circle. Have all players take hold
of the rope with both hands, forming a ring around the marked circle.
On signal, try to pull as many of the other players as possible into the
circle while keeping out of it themselves. As soon as a player steps into
the middle circle, he is out of the game. The game continues until only
one player remains.
Formation: Two circles, one inside the other
Divide the Cubs into groups.
Group A forms the inner circle facing outward and group b the outer circle
facing inward. Have the players facing each other hold hands to pair off
like 'brothers!' They drop hands and on signal, the circles march in opposite
directions. When you shout 'BROTHERS!', the pairs find each other, link
arms together backwards, and sit down. The last pair to sit down drops
out of the game. Continue until two brothers are left.
Formation: Circle, in pairs
Have all the players except
'Jack Sprat' form pairs and stand in a circle. When Jack Sprat says, 'face
to face', the partners face each other. When he says 'back to back', or
'side to side', his directions must be followed. If he says 'Jack Sprat',
everyone, including himself tries for a new partner. The one left becomes
Jack Sprat and the game continues.
Equipment: 1 ball or rolled
Arrange the players in
a circle, have them number off, and select a player to be 'it'. He stands
in the center of the circle with a ball or rolled up newspaper. When he
calls out two to five numbers, these players should exchange places in
the circle. After calling one to three numbers, 'it' passes the ball to
any member of the circle, who in turn passes it back to 'it' who then
tries to hit one of the players exchanging places.
Equipment: 2 beanbags
Form a circle with an even
number of players. Every other person is on the same team. Give one beanbag
to a player on one side of the circle and a second beanbag to a player
on the other side on the opposite side of the circle. On signal, the bags
should be passed from one team member to the next in the same direction
around the circle. The first team to have its bag overtake the other wins
the game. (This is a good pack game. Use parents on one team and Cubs
on the other.)
Formation: Small circles of 3-4 boys
Form small circles of three
or four Cubs. They hold hands to form 'trees with hollow trunks'. A Cub
representing a squirrel stands in each tree. Have one more squirrel than
there are trees. On signal, the squirrels must change trees. The one left
out becomes 'it' for the next game.
Formation: Single line
Choose a Sixer or Cub who
is especially resourceful to be the leader. Have the others form single
file behind him and imitate anything that he does. The leader keeps the
line moving and performs stunts for the others to copy. He gradually does
more difficult tasks such as climbing or vaulting over obstacles; jumping
certain distances; taking a hop, skip and jump; walking backward; turning
around while walking; and walking or running with a book on his head.
Anyone failing to perform the required feat drops out of the game. The
last one to follow the leader is the winner.
Equipment: Soccer or volleyball
Any outdoor area or gymnasium
will do. Mark a home base in the middle of a 40 - 50' end line. Then mark
a far base about 80' from home base.
The batter himself tosses
up the ball and hits it with his hand or fist. After hitting the ball,
he must run around the far base and return home before being hit by the
ball, thrown at him by the defensive team. If he does not hit the ball
over the 20' line, he gets another try. If he fails the second time, he
is out. Members of the team in the field have no definite positions but
scatter about the space beyond the 20' line. They try to put out the batter
either by catching a fly ball or by hitting or tagging the batter with
the ball. The fielders may not take more than one step while holding the
ball or hold the ball for more than three seconds. They may pass it to
another fielder closer to the runner. The batter may not run wider than
the extent of the end line. Three outs retire the side. Any predetermine
number of innings may be played.
Every time a home run is
made, score 1 for the team at bat.
Equipment: Soccer or volleyball
Divide the players into
two teams. Locate the pitcher's box 20' in front of home base. Mark a
far base about 80' from home in the normal direction of first base. The
pitcher rolls the ball on the ground to the first batter, who kicks the
ball. As the ball is kicked, all the players on the batter's team must
run to the far base and return home. The fielders try to hit the runners
below the waist with the ball. All players getting back home safely scores
runs for their team. After three kicks the teams exchange places. If hit,
the runners stay on the sidelines until their team becomes fielders.
Equipment: 1 red scarf or beanbag
Pick one player as Mowgli.
He hides his eyes. Pick another player as 'it', without letting Mowgli
know who 'it' is. Mowgli then comes into the village (circle) and tries
to get the Red Flower (fire). The player who is 'it' tries to catch Mowgli
before he can leave the village with the Red Flower. 'It' cannot move
until Mowgli touches the Red Flower. Mowgli must enter and leave at the
same point in the circle. The two boys he enters between can put up their
arms to signify a gate, so Mowgli will remember where to leave. If Mowgli
is caught by the villager before he leaves the village, the villager becomes
Mowgli and a new villager is chosen. If Mowgli leaves the village before
he is caught, he gets to try again with a new villager. Have the boys
in the circle lunge in a couple of times to confuse Mowgli so he doesn't
know who the villager is.
Formation: Straight line
Without telling anyone
in advance, offer a prize to the one who can produce the largest number
of articles from his pockets. Ask each one to spread the articles on the
table in front of him and have two or three judges look over the collections
and make a list of the articles produced by the prize winner. Read the
list to the group.
Equipment: Per team: 1 6' pole;
1 small bike tire; 1 bowling pin; 2 balloons per team member; 2 chairs;
rope to tie ankles.
Divide the group into teams
of six. Line up each team at the start of each obstacle course.
On 'Go', the first member
of each team ties his ankles together. He crawls on his stomach under
the poles, (which are set up like jump poles, about 1 *' off the ground,
supported by the chairs). He wiggles through the tire, knocks over the
bowling pin with his nose and bursts two balloons (the explosions). Players
then crawl back to the start, where the second member of their 'combat
team' is ready to begin.
Equipment: Per team: 1 hard
hat; 1 dustpan; 1 flag; 3 or more 'bricks' - stones, pieces of Styrofoam,
blocks of wood.
Divide the group into teams.
Have them stand in parallel straight lines at one end of the playing area.
The leader shouts 'BUILD'.
The first member of each team dons the hard hat, places a brick in the
dustpan and runs down to the other end of the playing area. He places
the brick on the ground and runs back to the starting line. Each team
member in turn, races down to build up the wall. The race continues until
all bricks on each team are used up.
If the wall falls down
while the race is on, all bricks must return to the starting line, so
the relay can begin again. Therefore, allow the teams time to plan a building
strategy, so they will know how and where to place the bricks to avoid
When the wall is complete,
the last member of each team races down with the flag, and plants it on
top of the wall.
Afterward, see what kind
of super structure can be built. Have the teams work together to build
one giant wall, or building, or structure of some kind.
Equipment per team: 1 golf
umbrella; 1 golf sweater; 1 golf hat; 1 golf glove; 1 golf putter; 1 golf
ball; 1 putting cup.
Divide the group into teams
of six. One player from each team is selected to be the model. The teams
are lined up at one end with the models in the middle of the playing area
and the putting cup at the far end.
On 'Go', the first player
from each team runs to the model, carrying the sweater. He puts the sweater
on the model, and runs back. THE MODEL MAY NOT HELP ANY OF HIS TEAMMATES
IN ANY WAY. The second member puts on the hat, et., until the model has
on all of the above pieces of equipment.
Using the putter, the model
then putts the golf ball into the putting cup. The first team whose golfer
sinks the putt is the winner.
Equipment: per team: suitcase;
umbrella; hat; coat; gloves; scarf (it is ideal if the clothing is oversized).
Divide the group into even
teams and line up each team in relay formation. Place the suitcase, filled
with the clothing, in front of the first player on each team.
On 'Go', the first player
opens the suitcase, puts on all the clothing and runs down to the other
end of the playing area and back. Here, they remove all the clothing and
put it back inside the suitcase, shut the suitcase and tag the next player
in line. That player opens the suitcase and gets dressed and runs down
the playing area and back.
The relay continues until
all players have had the chance to get dressed, travel and unpack.
Provide additional articles
of clothing or accessories, to make the outfit even funnier.